GRAVITY

I worked on Gravity as part of the 'Earth team' where our goal was to figure out the best way to generate a realistic looking cloud system, but without having to paint on a shot per shot basis. I Worked closely with environment TDs and VFX supervisors to come up with look dev tests in order to see how these height mapped grayscale 4K tiled images looked over the textured earth asset when rendered with Arnold. Though my main task was to paint 2D height maps(photoshop) I was also thinking of ways to improve the workflow for the earth team and how to manage large tiled maps in nuke, which in turn sped up the render process and also improved reslulution in the final renders. I also helped generate parts of the city lights maps of Cairo and the Nile delta which were also 4K tiles arranged in nuke.